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//============================================================================= // Volume: a bounding volume // touch() and untouch() notifications to the volume as actors enter or leave it // enteredvolume() and leftvolume() notifications when center of actor enters the volume // pawns with bIsPlayer==true cause playerenteredvolume notifications instead of actorenteredvolume() // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class Volume extends Brush native nativereplication; var Actor AssociatedActor; // this actor gets touch() and untouch notifications as the volume is entered or left var(Location) int LocationPriority; var(Location) localized string LocationName; /** Should pawns be forced to walk when inside this volume? */ var() bool bForcePawnWalk; /** Should process all actors within this volume */ var() bool bProcessAllActors; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) native noexport function bool Encompasses(Actor Other); // returns true if center of actor is within volume event PostBeginPlay() { Super.PostBeginPlay(); if ( AssociatedActor != None ) { GotoState('AssociatedTouch'); InitialState = GetStateName(); } } simulated function string GetLocationStringFor(PlayerReplicationInfo PRI) { return LocationName; } /** * list important Volume variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when * the ShowDebug exec is used * * @param HUD - HUD with canvas to draw on * @input out_YL - Height of the current font * @input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line. */ simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) { super.DisplayDebug(HUD, out_YL, out_YPos); HUD.Canvas.DrawText("AssociatedActor "$AssociatedActor, false); out_YPos += out_YL; HUD.Canvas.SetPos(4, out_YPos); } State AssociatedTouch { event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { AssociatedActor.Touch(Other, OtherComp, HitLocation, HitNormal); } event untouch( Actor Other ) { AssociatedActor.untouch(Other); } event BeginState(Name PreviousStateName) { local Actor A; ForEach TouchingActors(class'Actor', A) Touch(A, None, A.Location, Vect(0,0,1) ); } } /** Handling Toggle event from Kismet. */ simulated function OnToggle(SeqAct_Toggle Action) { // Turn ON if (Action.InputLinks[0].bHasImpulse) { if(!bCollideActors) { SetCollision(true, bBlockActors); } CollisionComponent.SetBlockRigidBody( TRUE ); } // Turn OFF else if (Action.InputLinks[1].bHasImpulse) { if(bCollideActors) { SetCollision(false, bBlockActors); } CollisionComponent.SetBlockRigidBody( FALSE ); } // Toggle else if (Action.InputLinks[2].bHasImpulse) { SetCollision(!bCollideActors, bBlockActors); CollisionComponent.SetBlockRigidBody( !CollisionComponent.BlockRigidBody ); } ForceNetRelevant(); SetForcedInitialReplicatedProperty(Property'Engine.Actor.bCollideActors', (bCollideActors == default.bCollideActors)); } simulated event CollisionChanged() { // rigid body collision should match Unreal collision CollisionComponent.SetBlockRigidBody(bCollideActors); } event ProcessActorSetVolume( Actor Other ); // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent0 Archetype=BrushComponent'Engine.Default__Brush:BrushComponent0' bAcceptsLights=True LightingChannels=(bInitialized=True,Dynamic=True) CollideActors=True BlockNonZeroExtent=True AlwaysLoadOnClient=True AlwaysLoadOnServer=True ObjectArchetype=BrushComponent'Engine.Default__Brush:BrushComponent0' End Object BrushComponent=BrushComponent0 Components(0)=BrushComponent0 bSkipActorPropertyReplication=True bCollideActors=True CollisionComponent=BrushComponent0 CollisionType=COLLIDE_TouchAllButWeapons Name="Default__Volume" ObjectArchetype=Brush'Engine.Default__Brush' } |
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